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- Bless Item: spirit enchant, nonstackable, reusable.
The spell may be cast on any weapon, or armor. On a weapon it makes
it always do max weapon damage, not including spells or strength bonuses.
Cost in POW is different according to damage: 1 for 1-7, 2 for 8-14,
3 for 15-19. On armor it halfs-again (round down) AP, cost being 1 POW
per three AP increase, rounded down.
- Conceal Item (hide item) Safe (2): touch, duration
8 weeks, nonstackable, reusable. Cast upon a container or opening to
bar unwanted passage. When it is cast, the caster must boost the spell
with magic points. When anyone other than the caster or someone in Mindlink
with the caster tries to open the the secured container or cross a doorway
with the spell, they are attacked by the MPs in the spell. If the MPs
in spell overcome the MPs of the target, the target takes 1d6 to general
HP as damage and is forced back. If the target's MPs are not overcome,
the spell is broken and anyone may enter freely. If one fails the first
time, the person may try again until slain by the damage or until they
succeeds. A person trying to gain entrance of the secured area is only
immune with Countermagic if the points are higher than the MPs in the
spell.
- Curse (1): ranged, temporal, stackable, reusable. If
the MPs of the target are overcome, the foe becomes cursed. Caster chooses
effects from below.
1: Victim's movement rate is halved
2: Victim cannot use more than one MP per melee round
3: Victim's maximum fatigue drops to zero (unless already zero, then
there is no effect), form whence it cannot be raised, regardless of
ENC. Wearing of armor or taking actions reduces fatigue lower
4: Victim becomes night blind, if sun is not visible then victim is
blinded as if there is not light
5: Victim is Demoralized
6: Victim begins losing one HP every minute (fifteen total, unless dispelled)
- Group Defense
- Stasis (3): touch, permanent, nonstackable, reusable.
This spell causes the target, if MP overcome, to be put in stasis. In
this state the being does not age; the limbs can be forced to move,
and the being in stasis can be damaged.
- Protection
Piercing (2): ranged, temporal, stackable, reusable. Spell provides
a barrier that protects against weapons doing piercing damage. If a
crush weapon hits the target, the damage the weapon does is halved before
it affects armor. Criticals and special hits have the same affect, but
are reduced by this spell. Example, enemy hits for 8 damage with a weapon
affected by this spell. If the hit was a critical, spell still halves
the damage, but the hit still will havle the AP and still do at least
one hit.
- Earth Healing (1, manual & auto, gain 3 hits Pact
with Death)
- Prayer
of Armor (1): personal, temporal, stackable, reusable.
Up to five targets, caster plus four more. Caster and up to four willing
targets all gain the effect the mystic spell, but as a god spell, meaning
this spell stacks with the mystic version. No mana is needed to power
this spell. Each point is equal to one point of the mystic spell. Example,
Prayer of Avoid 3 cast would put Avoid 3 on caster plus up to four targets
within range. Caster would have equivalent of Avoid 5 if the caster
also cast Avoid 2, other targets would still have Avoid 3 effect unless
they also had the Avoid spell on themself. Since the spell is stackable,
Prayers from multiple casters on overlapping targets all stack.
- Create Golem (2): ranged, temporal, non-stackable,
reusable. This spell animates a specifically crafted stone and metal
statue by sticking an available Gnome into the statue. The statue can
be a maximun of 5 SIZ per m. of the Gnome inhabiting it. The
statue will have 1d6 DEX, HP (Really AP) are double normal,a hit of
50%+bonus, no parry, damage of weapon+damage bonus, move 2, and all
other stats as normal. Statues take damage like objects. The statue
costs 1500/SIZ point or a successful Craft Metal and Stone roll and
500/SIZ point.
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